Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
In her chapter on Games, Toys, and Pastimes, Maja Mikula presents contemporary gaming in the historical context of individual countries’ traditions and developments. Having outlined the history of toy making in Europe in the context of the technological developments, Mikula goes on to show that toys, like many other objects of pop culture, have by now become a commercial commodity that is driven by market parameters and financial concerns. She also shows the toy market in a stage of transition as a result of the impact of the virtual revolution: with a generation of youngsters growing up computer literate (if not necessarily alphabetically literate), computer games and game consoles often replace traditional toys and games in the eyes of both teenagers and young adults.
Child and childhood in the ligth of archaeology, P. Romanowicz (red.) Wrocław, 2012, s. 137-151
2006
Gary Cross begins Kids’ Stuff: Toys and the Changing World of American Childhood with an observation that sounds like a lament: “Toys that seem to prepare children for adult life have become harder to find” (1997, p.4). Doll houses, building blocks and train sets have been squeezed off the toy store shelf, he notes, to make room for playthings that appeal more directly to children’s self-defined needs and desires – fantasy and novelty toys in particular. As a result, popular toys today no longer convey messages from adults to children about the future, adult experiences and/or emotions but invite children into “forms of play . . . entirely abstracted from the real worlds” (2003, p.144) of family, households and work.
2023
The concepts of what a toy is and what play as a phenomenon represents, evolve. This paper examines how play is affected by digital toys and toy robotics, conceptualized here as play machines. The position paper offers pluralistic perspectives on play machines in an era heading towards a post-digital state by combining earlier research on the historical trajectory of mobile toys with current developments in interactive toys. The paper reconceptualizes toys as interactive media connecting with thingness, transmedia, and technology as perspectives on the toy medium. Finally, the paper illustrates the connections between an emerging category of toys, Internet-connected character toys, and companion robotics, which in speculative toy fiction emerge as future 'toy friends' or Artificial Friends, offering enriched possibilities for motion and emotion in player engagement.
Champion, E. 2021. Virtual Heritage: A Guide, 2021
More and more, people do not experience the past through books, museums, or even television, but through video games. This chapter discusses how these popular entertainment products provide playful and fun experiences of the past-something we refer to here as past-play for the sake of brevity. The video game industry has become a major, fast-moving player when it comes to creating, innovating, and distributing virtual representations of the past (Champion 2015). The study of such playful video game-based products as examples of virtual heritage is part of a growing field, called archaeogaming. Archaeogaming can be generally defined as 'the archaeology of digital games' , with roots in a diverse set of analogue and digital archaeological themes and tools (Reinhard 2018). It also draws in a variety of tools and thinking from game studies, game user research, and computer sciences. Archaeogaming is also a movement born in and out of playful, digital scholarship that studies popular, digital culture but itself also seeks to be part of popular, digital culture (Politopoulos et al. 2019a).
Journal of Magazine Media, 2019
Routledge, 2018
Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.
This article deals with the emergence of the retrogaming phenomenon in Finland starting from the 1980s. On the one hand, retrogaming can be considered as the practice of playing and collecting aging hardware and games, and on the other hand, it refers to a wider cultural phenomenon comprising, for example, commercial products, artistic activities, research, museums and online discussions. Using major Finnish computer hobbyist and game magazines as our primary source material, we trace the origins of game-related nostalgia, historicization, and retro hobbyism. We argue that the last thirty years can be divided into three periods: initial game nostalgia and historicization, the emergence of retrogaming, and the mainstream commodification of retro. The influential role of prominent journalists in the historicization of video games and general spreading of retro awareness is evident in the developments, as well as the perceived generation gaps between older and younger hobbyists. Based on the findings, retro and nostalgia appear as moving targets, when machines, games and characters go through a life cycle from their prime time to oblivion and, eventually, comeback and canonization into shared cultural icons.
Radical Gaming, 2021
Once considered a niche or adolescent entertainment product, video games are now an integral, if not dominant, part of the world's cultural production that touches all sections of the population and all ways of life. With an estimated global revenue of $180 billion in 2020, the video game industry now has a larger share of the entertainment market than the film and music industries.¹ Video games have changed the entertainment industry and consumer habits, and their influence has also had an impact on other cultural products, both in terms of technological innovations and in terms of collaborations and adaptations between video games and various other entertainment forms such as cinema, literature, and music. Also, on a theoretical and academic level, video games are increasingly the subject of studies by researchers analysing their social dynamics, psychological impacts, or aesthetic forms. Some of the main topics of these studies include the commercial strategies of the video game industry, the Boris Magrini Radical Gaming-The Language of Video Games in Media Art 1 Wallace Witkowski, "Videogames are a bigger industry than movies and North American sports combined, thanks to the pandemic". https:// www.marketwatch.com/ story/videogames-area-bigger-industry-thansports-and-moviescombined-thanks-to-thepandemic-11608654990 (first published 22.12.2021).
Handbook of computer game studies, 2005
2020
With the current diversification of the "transmedia" practices within video game franchises like Pokémon, Yokai Watch or Starlink, industrial models of game production tend to converge with toys and other collectibles. However, as the diversification of video game-based commodities is becoming an obvious part of cultural consumption in Japan, the space envisioned by the circulation of these merchandises tends to be taken for granted. Where, then, does gaming intersect with merchandising? How does the distribution of game paraphernalia influence the design, game mechanics and consumption of video games? What space emerges when games and toys collide? This article proposes some points to study and problematize the daily invasion of everyday life space by game franchises in Japan with the example of the Snack World series. In light of Level 5's recent revival of the term "cross-media", I propose to explore the real and imagined geographies mobilized by Snack World's production model centered on transportable toys. As such, this examination of cross-media gestures towards a need to acknowledge the convergence of gaming histories with urban cultures: Level 5's practices testify of the gamification of a wide range of daily consumption acts. As walking the streets, eating snack food and playing Snack World becomes part of a pedestrian and casual experience monitored by cross-media franchises we must question how games are producing the very space of the everyday life.
Doctoral thesis, 2024
The 21st century has been described as the Century of Play. The change in current play is particularly noticeable when looking at technological developments. This thesis deals with the technologization, digitalization, and connectedness of play between 2010–2020. The research explores forms of contemporary play, playthings, and players in a time when digitalization and connectedness have extended to various tools and realms of play — devices, toys, games, apps, and mediated playful environments. At the heart of the research are playthings and technologies conceptualized here as play machines, players using these tools within their communities and contexts, and, due to technological evolution, play research that increasingly, expands our knowledge about How Play Moves Us physically, cognitively, and emotionally.
Bio-Algorithms and Med-Systems, 2016
This paper discusses the level of acceptation of different kinds of computer games and the changes of the attitude depending on the respondents’ knowledge and context of playing activity. The forms of entertainment for the young generations are the extremely popular computer games. The main goal of this paper is to show the attitude of people toward the game industry and the correlation between the ways of spending spare time and the level of acceptation of computer games. The study is based on a questionnaire in which respondents could declare their opinions in open questions. The study included more than 60 parents, both men and women. It is not surprising that, despite the popularity of computer games, they still arouse much controversy, particularly as they relate to children. Collected parents’ opinions give the picture of the most important pros and cons of playing games and the goals and circumstances of the game activity. When respondents have been informed about term “serio...
International Journal of Physical Education, Sports and Health 2020; 7(5): 85-87, 2020
Gone are those days when the play fields used to be full of children, the sweet chaos caused by the small devils are long gone as these children have found a new way of keeping them busy and occupied. There life have become so virtual that rest other things have lost its meaning; the charm of playing together in the evening under the sky has been replaced by playing in front of consoles. With internet they are connecting with their peers are playing the game together, and this is the new kind of socialization. Many kind of diseases have appeared among the students which use to happen to people in their old age after retirement. Respiratory heart disease, cardiovascular disease and obesity are the common house hold names in our society. Children have lost the beauty and essence of their childhood and getting prone to uncountable diseases. Things can be brought back in track with the help of physical activities and by regularly playing games and sports. It's the duty of parents not to give them a video game console when their children cry rather gift them a sport for their better future.
therefore always considered as low art. The other reason is its comparision with other tradition media like films and literature. The more general denigration of 'mere entertainment' is also responsible for ignoring the seriousness of videogame.
Journal of Media Research, 2017
In our work we analyze the phenomenon of video games, their impact on art, media and society. At the beginning of our studies we sadly realized that most articles dealing with "new media" phenomenon starts with the hypothesis that video games are a new form of media (new media), which has not yet found a place on the multicolored palette of interactive multimedia and that is why they are misunderstood and unsupported by academic forums. Video games are a media phenomenon still "unsettled", which still has not found its place in global culture, but it has been over commercialized and therefore it is created a huge amount of video games that cannot be counted in real-time inventory-so it is understandable that relevant scientifical analysis are in delay and that these new media "species" are viewed with disfavour by fans of art, literature and traditional media. We assume that in short time there will be a new generation of interactive programs that can interact intelligently with people around them, and not just using predetermined algorithms or variables generated by chance-as they have done before.
The Internet of Toys (IoToys) is part of the growing world of the Internet of Things (IoT). While certain internet-connected toys are part of some children’s everyday experiences (such as toys-to-life which connect to video games), they are yet to become an everyday experience for most young children. Nonetheless, the diffusion of Internet-connected toys is expected to grow significantly in the next few years. The aim of this report is therefore twofold. First, we aim to provide a critical introduction to the Internet of Toys, by setting its conceptual boundaries and discussing the theoretical, methodological and policy challenges it raises. Second, we aim to report on the findings of a small comparative project we have carried out as part of the activities of Working Group 4 of the COST Action DigiLitEY. At this stage, Internet-connected toys are an emerging market, thus making empirical research on their appropriation and use in the everyday lives of children and their families difficult. As a consequence, and in order to understand whether and how IoToys have entered play discourses, we examine the discursive environment of smart toys, i.e. its representations in media commentaries and commercial advertisements. Analysing these representations help us to understand how the opportunities and risks of IoToys are constructed and framed. It also shed lights on the production and design of internet connected-toys, as well as on their reception. In conveying meanings, values and identities, representations are central to how new technological artefacts are produced and consumed (du Gay et al., 1997): in other words, discursive constructions of IoToys construct ideal users and uses that feed into parents’ and children’s imaginaries, and inform social expectations and anxieties at large. Previous research has shown that media representations around children and the Internet (and associated lay discourses) shape parents’ perceptions of online risks and opportunities and, ultimately, children’s own experiences with new technologies (Mascheroni et al., 2014).
Games and Culture, 2006
Video games are a new art form, and this, the author argues, is one good reason why now is the right time for game studies. As a new art form, one largely immune to traditional tools developed for the analysis of literature and film, video games will challenge researchers to develop new analytical tools and will become a new type of "equipment for living," to use Kenneth Burke's phrase for the role of literature. This article discusses several of the features that make video games a unique art form, features that will, the author believes, come to play a role in analyses of games in the emerging field of game studies.
Loading Preview
Sorry, preview is currently unavailable. You can download the paper by clicking the button above.